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It’s Not Whether You Win Or Lose:
Hits & Misses with GBL in K-12
David W. DeedsDavid W. Deeds
2017
Yantai, Shandong, China
(Technology Integrator, Yew Wah
International Education School)
It’s Not Whether You Win Or Lose
Introduction
• I have almost 16 years in education: 50-50
split between higher ed and K-12
• Have successfully introduced GBL in six
different countries…so far!
• Next job: Director of Information and
Learning Technologies for Schutz
American School in Alexandria, Egypt
• Today’s goals: GBL Basics, Introducing
GBL Schoolwide, What Has Worked (&
What Hasn’t) in Classrooms (Labs)
• Less text, more fun/graphics! ;)
GBL is fun and that’s OK! ;)
It’s Not Whether You Win Or Lose
Games-Based Learning (GBL) – Goal is to
teach something while the learner is playing a
game.
Gamification – Implementing game mechanics
(e.g., winning/losing) in a non-game context
(e.g., classroom) to engage learners.
A classroom is a non-game context?? Hard
for folks to separate these concepts at times.
It’s Not Whether You Win Or Lose
OK, with Minecraft(Edu) or virtual worlds,
they’re playing a game, no doubt.
But with Hour of Code or Kodu, they’re
learning programming while playing or
creating games, using a game-like interface…?
Oh, well. Let’s back up. How do you get your
school to starting using GBL (or whatever
you want to call it)?
You say toh-may-toh, I say…
It’s Not Whether You Win Or Lose
First…stop worrying about research. Get a
real job, move out of mom’s basement, find a
girlfriend/boyfriend (maybe a virtual one?).
Those of us who actually set foot in a
classroom on a regular basis know GBL is the
best thing to happen to education since the
invention of blackboards and chalk.
Got a problem with that? Show us YOUR
research!
It’s Not Whether You Win Or Lose
How to introduce GBL:
• Best to ask forgiveness vs. permission!
• Start with ICT or after-school activity
• Lead by example, word of mouth will sell it
to everybody else
• Cross-curricular/interdisciplinary: Virtual
Worlds, Minecraft(Edu)
• Also a sneaky way to get PBL started!
• Your students already know what to do,
but the Digital Native stuff is BS
It’s Not Whether You Win Or Lose
How to introduce GBL (cont.):
• You’re either a Teacher or Administrator…?
• Ideally you’re (or you have) a Technology
Integrator or Coach
• Your school has computer labs and/or a
1:1/BYOD program
• Different scenarios/roles call for different
strategies/approaches
• Keep in mind that after you get it started,
(almost) everybody will see the benefits!
It’s Not Whether You Win Or Lose
How NOT to introduce GBL:
• Start with administrators/proposals (worst
mistake you can make)
• Tell the dinosaurs (well, anybody) that it’s
FUN and kids will love it
• Choose a game that will cost big bucks
• Attempt to rewrite the curriculum in advance
(make it a “free pilot” instead!)
• Argue about whether it’s Games-Based
Learning or Gamification!
Fighting the dinosaurs for GBL!
It’s Not Whether You Win Or Lose
GBL is geeky-cool because:
• Kids enjoy doing it (imagine that!)
• Enables learning from mistakes/failure in
safe (simulated) environment
• Maintains motivation via challenges,
incremental increases
• Puts into practice problem-solving
techniques (strategic thinking)
• Facilitates project management and other
real-life skills
It’s Not Whether You Win Or Lose
GBL is geeky-cool because (cont.):
• Games are the ultimate equalizer, not just
playing ability, but languages, etc.
• Feedback is immediate (& individualized?)
• Keeps everybody busy, self-paced activities,
stragglers get special attention
• Tends to snowball with certain teachers and
subjects, no need to dictate or babysit
• Gets everybody thinking about edtech
expansions (VR/AR, 3D/360, etc.)
If you can, just GO FOR IT!
Hour of Code and other sites
Virtual Worlds
Let’s get this party started…
It’s Not Whether You Win Or Lose
What has worked:
• Match game type with lesson goals (no
surprise, computers always best!)
• “Skeleton lesson plans” for project
differentiation, autonomy, etc.
• Balance of collaborative and individualized
projects, teamwork but independence
• Using native-language interface for ELLs
• Having older students tutor younger ones
• Relate project management to real life!
It’s Not Whether You Win Or Lose
What has worked (cont.):
• Cycles, small/large, to reinforce new
skills/knowledge
• What I Know, What I Don’t and How I’m
Going to Get There charts
• Make it immersive whenever possible (why
virtual worlds are so wonderful)
• Same game across grades, challenges
differentiated (games communities)
• Projects, never tests!
It’s contagious!
It’s Not Whether You Win Or Lose
Biggest software successes:
• Scratch from MIT (but students don’t think
it’s a game!), try Game Guru (Steam)
• Virtual Worlds: OpenSimulator, Second
Life (next: Sine Space!)
• Minecraft, esp. MinecraftEdu
• Code.org, CodeCombat, Gamestar
Mechanic, Kodu, etc.
• “Simple games” like ABCya, typing tutors
like Typing.com…lots to choose from!
Minecraft(Edu)
Kodu and other apps
It’s Not Whether You Win Or Lose
What has not worked:
• Internet-required games when connections
are dodgy
• Freebie games that only go up to a certain
level and then stop
• English-only interfaces with ELLs,
complicated interfaces in general
• Assessing without special rubrics, BUT
obsessing over rubric-grade connection is
a no-no (“Like you = good grade, don’t like
you = bad grade!”)
It’s Not Whether You Win Or Lose
What has not worked:
• Ignoring purpose and “shelf life,” playing
for the sake of it or for too long
• Trying to fool kids by not designating
learning games as such (vs. “pure fun”)
• Assuming, e.g., Creative mode best in
Minecraft; turns out kids collaborate most
when their motivation is FEAR OF DEATH!
• Insisting on due diligence re: design phase
• Separating by gender except for contests
• Driving kids crazy with documentation
Hour of Code and other sites
It’s Not Whether You Win Or Lose
Coming up next:
• More Virtual and Augmented Reality
(VR/AR), ideally via Chromebooks!
• Blending GBL with Makerspaces and
STEAM Program
• House (?) system for computer game
competitions (maybe real-world too!)
• Ideally, using Unity and/or other game
engines to do some heavy-duty dev!
• Back to Game Guru, other Steam stuff!
Just more photos!
Just more photos!
Just more photos!
If you can’t beat (us), join (us)!
2017 NMC K-12 Horizon Report
Download your free preview today!
www.nmc.org/publication/nmccosn-
horizon-report-2017-k-12-edition/
My Scoop.it Pages
www.scoop.it/t/3d-virtual-worlds-
educational-technology
www.scoop.it/t/integration-and-teaching-
ed-tech
Cartoons by Studio Jonos
Support him and
other fiverr artists:
www.fiverr.com
Thank you! -- 谢谢! -- ‫شكر‬!
David W. Deeds, Ph.D.
Director of Information and Learning Technologies
Schutz American School, Alexandria, Egypt
ddeeds@schutzschool.org.eg
www.schutzschool.org.eg

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David W. Deeds: It's Not Whether You Win Or Lose: Serious Play Conference 2017

  • 1. It’s Not Whether You Win Or Lose: Hits & Misses with GBL in K-12 David W. DeedsDavid W. Deeds 2017
  • 2. Yantai, Shandong, China (Technology Integrator, Yew Wah International Education School)
  • 3. It’s Not Whether You Win Or Lose Introduction • I have almost 16 years in education: 50-50 split between higher ed and K-12 • Have successfully introduced GBL in six different countries…so far! • Next job: Director of Information and Learning Technologies for Schutz American School in Alexandria, Egypt • Today’s goals: GBL Basics, Introducing GBL Schoolwide, What Has Worked (& What Hasn’t) in Classrooms (Labs) • Less text, more fun/graphics! ;)
  • 4. GBL is fun and that’s OK! ;)
  • 5. It’s Not Whether You Win Or Lose Games-Based Learning (GBL) – Goal is to teach something while the learner is playing a game. Gamification – Implementing game mechanics (e.g., winning/losing) in a non-game context (e.g., classroom) to engage learners. A classroom is a non-game context?? Hard for folks to separate these concepts at times.
  • 6. It’s Not Whether You Win Or Lose OK, with Minecraft(Edu) or virtual worlds, they’re playing a game, no doubt. But with Hour of Code or Kodu, they’re learning programming while playing or creating games, using a game-like interface…? Oh, well. Let’s back up. How do you get your school to starting using GBL (or whatever you want to call it)?
  • 8. It’s Not Whether You Win Or Lose First…stop worrying about research. Get a real job, move out of mom’s basement, find a girlfriend/boyfriend (maybe a virtual one?). Those of us who actually set foot in a classroom on a regular basis know GBL is the best thing to happen to education since the invention of blackboards and chalk. Got a problem with that? Show us YOUR research!
  • 9. It’s Not Whether You Win Or Lose How to introduce GBL: • Best to ask forgiveness vs. permission! • Start with ICT or after-school activity • Lead by example, word of mouth will sell it to everybody else • Cross-curricular/interdisciplinary: Virtual Worlds, Minecraft(Edu) • Also a sneaky way to get PBL started! • Your students already know what to do, but the Digital Native stuff is BS
  • 10. It’s Not Whether You Win Or Lose How to introduce GBL (cont.): • You’re either a Teacher or Administrator…? • Ideally you’re (or you have) a Technology Integrator or Coach • Your school has computer labs and/or a 1:1/BYOD program • Different scenarios/roles call for different strategies/approaches • Keep in mind that after you get it started, (almost) everybody will see the benefits!
  • 11. It’s Not Whether You Win Or Lose How NOT to introduce GBL: • Start with administrators/proposals (worst mistake you can make) • Tell the dinosaurs (well, anybody) that it’s FUN and kids will love it • Choose a game that will cost big bucks • Attempt to rewrite the curriculum in advance (make it a “free pilot” instead!) • Argue about whether it’s Games-Based Learning or Gamification!
  • 13. It’s Not Whether You Win Or Lose GBL is geeky-cool because: • Kids enjoy doing it (imagine that!) • Enables learning from mistakes/failure in safe (simulated) environment • Maintains motivation via challenges, incremental increases • Puts into practice problem-solving techniques (strategic thinking) • Facilitates project management and other real-life skills
  • 14. It’s Not Whether You Win Or Lose GBL is geeky-cool because (cont.): • Games are the ultimate equalizer, not just playing ability, but languages, etc. • Feedback is immediate (& individualized?) • Keeps everybody busy, self-paced activities, stragglers get special attention • Tends to snowball with certain teachers and subjects, no need to dictate or babysit • Gets everybody thinking about edtech expansions (VR/AR, 3D/360, etc.)
  • 15. If you can, just GO FOR IT!
  • 16. Hour of Code and other sites
  • 18. Let’s get this party started…
  • 19. It’s Not Whether You Win Or Lose What has worked: • Match game type with lesson goals (no surprise, computers always best!) • “Skeleton lesson plans” for project differentiation, autonomy, etc. • Balance of collaborative and individualized projects, teamwork but independence • Using native-language interface for ELLs • Having older students tutor younger ones • Relate project management to real life!
  • 20. It’s Not Whether You Win Or Lose What has worked (cont.): • Cycles, small/large, to reinforce new skills/knowledge • What I Know, What I Don’t and How I’m Going to Get There charts • Make it immersive whenever possible (why virtual worlds are so wonderful) • Same game across grades, challenges differentiated (games communities) • Projects, never tests!
  • 22. It’s Not Whether You Win Or Lose Biggest software successes: • Scratch from MIT (but students don’t think it’s a game!), try Game Guru (Steam) • Virtual Worlds: OpenSimulator, Second Life (next: Sine Space!) • Minecraft, esp. MinecraftEdu • Code.org, CodeCombat, Gamestar Mechanic, Kodu, etc. • “Simple games” like ABCya, typing tutors like Typing.com…lots to choose from!
  • 25. It’s Not Whether You Win Or Lose What has not worked: • Internet-required games when connections are dodgy • Freebie games that only go up to a certain level and then stop • English-only interfaces with ELLs, complicated interfaces in general • Assessing without special rubrics, BUT obsessing over rubric-grade connection is a no-no (“Like you = good grade, don’t like you = bad grade!”)
  • 26. It’s Not Whether You Win Or Lose What has not worked: • Ignoring purpose and “shelf life,” playing for the sake of it or for too long • Trying to fool kids by not designating learning games as such (vs. “pure fun”) • Assuming, e.g., Creative mode best in Minecraft; turns out kids collaborate most when their motivation is FEAR OF DEATH! • Insisting on due diligence re: design phase • Separating by gender except for contests • Driving kids crazy with documentation
  • 27. Hour of Code and other sites
  • 28. It’s Not Whether You Win Or Lose Coming up next: • More Virtual and Augmented Reality (VR/AR), ideally via Chromebooks! • Blending GBL with Makerspaces and STEAM Program • House (?) system for computer game competitions (maybe real-world too!) • Ideally, using Unity and/or other game engines to do some heavy-duty dev! • Back to Game Guru, other Steam stuff!
  • 32. If you can’t beat (us), join (us)!
  • 33. 2017 NMC K-12 Horizon Report Download your free preview today! www.nmc.org/publication/nmccosn- horizon-report-2017-k-12-edition/
  • 35. Cartoons by Studio Jonos Support him and other fiverr artists: www.fiverr.com
  • 36. Thank you! -- 谢谢! -- ‫شكر‬! David W. Deeds, Ph.D. Director of Information and Learning Technologies Schutz American School, Alexandria, Egypt ddeeds@schutzschool.org.eg www.schutzschool.org.eg